Sooo i have a problem on my script
local gui = script.Parent local Player = game.Players.LocalPlayer local slot1 = script.Parent.s1 local slot2 = script.Parent.s2 local slot3 = script.Parent.s3 local slot4 = script.Parent.s4 local check1 = slot1.check.Value local check2 = slot2.check.Value local check3 = slot3.check.Value local check4 = slot4.check.Value while true do local Tool1 = Player.Backpack:FindFirstChild("Key") or Player.Character:FindFirstChild("Key") local Tool2 = Player.Backpack:FindFirstChild("Key2") or Player.Character:FindFirstChild("Key2") local Tool3 = Player.Backpack:FindFirstChild("Key3") or Player.Character:FindFirstChild("Key3") local Tool4 = Player.Backpack:FindFirstChild("Map") or Player.Character:FindFirstChild("Map") if Tool1 then if check1 == false then slot1.key.Visible = true check1 = true else if check2 == false then slot2.key.Visible = true check2 = true else if check3 == false then slot3.key.Visible = true check3 = true else if check4 == false then slot4.key.Visible = true check4 = true else print("No Space") end end end end end wait() end
So in this script, i've wanted to make a slots for tools the check1,check2,check3,check4 is a bool value that is false. So I've wanted to make when the tool1 is in your backpack the if statement will work
so if check1 is false (Empty) then slot1 will make the key icon appear but the problem is when I collect the Tool all the slots have the key icon appeared Idk how it's possible because
Else part will only run if check1.value is true but all the slots have a key icon on all of it
So basically I wanna make a Custom Inventory using these things because I still don't know how to use Tables
Note: I wanna make The Key Icon appear on an Empty slot, If Bool Value is false it means its empty but if its true it means it's not empty so it will proceed to another slot then check if its Bool Value is False but if isn't it will proceed to another slot etc.